Map seems fun, won't be able to really tell until we have a larger group of people play at once though

. First of all; the sign issue (the one that flips depending on who's pushing). After more thought, I agree with you that most players will want to go in the direction the arrow is pointing. If there is no one on the 2/4 point, they can always just bypass it and go straight to the middle, so I guess that is fine as is. Which brings me to the middle. At first glance the middle is very large and wide open, but during playing you have no problem traveling between and to the Control Points. The problem lies when there is something outside of the path between the Control Points that needs dealing with, such as a sniper. When there is a sniper who has just come out of the tunnel shortcut from 1/5 to the middle CP, he can hold down the upper area around the CP pretty effectively. If the player has to go over and get that sniper as any class other than scout, they are quite likely to get headshot along the way. But like I said previously, this sniper position has no direct influence on the CP itself, and can be avoided, using the alternate (but longer) route. The only other issue I can really think of right now is how neither team could push back from only owning their final point, was mainly due to the lack of players I think. This was the case at least the majority of the time, I'm sure it will even out with more players.
So, yeah, I'd take everything I just said (besides the bit about the sign) with a grain of salt, since we didn't have a full 12v12 match going. Looking forward to playing this on Gameday(s) and don't forgot to put a nobuild on that scout shortcut rock to the mid CP, and add the change skin input to Blu's 2/4 CP. Looking forward to the next playtest/alpha!
